Get the inside track on OpenGL ES, OpenVG, OpenMAX, and all the new-media APIs being used to develop the billion-dollar, billion-user gaming and mobile multimedia markets!

marketing (at) goldstandardgroup.com

Khronos Group

Thursday, 11 August10am-12:00 pm

Education

Full Conference

Computer Animation Festival

Computer Animation Festival - Electronic Theater

Computer Animation Festival - Electronic Theater

West Building, Exhibit Hall A

Details

The year's best work in animation, visual effects, games, and visualization.

Thursday, 11 August10am-12:00 pm

Education

Full Conference

Basic Conference

The Studio–Talks

Rhinoceros 5.0: Rendering and Texture Mapping Improvements

The Studio/West Building, Ballroom A

Details

See how Rhino 5 will improve your modeling techniques and process.

Thursday, 11 August9:30-10:30 am

Education

Full Conference

Basic Conference

Computer Animation Festival

Job Fair

Job Fair

West Building, Exhibit Hall B

Details

Thursday, 11 August9:30am-3:30 pm

Education

Full Conference

Basic Conference

Computer Animation Festival

Exhibition

Exhibition

West Building, Exhibit Hall C

Details

The world's leading providers of software, hardware, and services for computer graphics and interactive techniques.

Thursday, 11 August9:30am-3:30 pm

Education

Computer Animation Festival

Computer Animation Festival - Screenings

Computer Animation Festival Award Winners

West Building, Exhibit Hall A

Details

Thursday, 11 August9:15-10:00 am

Education

Full Conference

Basic Conference

The Studio–Workshops

Vignette Correction in GigaPan Stitch

The Studio/West Building, Ballroom A

Details

GigaPan Stitch stitches together hundreds or thousands of overlapping images to create a very-high-resolution mosaic image. Without correction, such mosaics can be marred by vignetting (darkening of photographs in the lens periphery). Fortunately, it is possible to infer the vignetting attenuation function from the image overlaps and apply correction during blending. This workshop presents an algorithm for vignette correction that is fast, robust, and automatic.

Thursday, 11 August9-10:30 am

Full Conference

Technical Papers

Video Resizing & Stabilization

East Building, Exhibit Hall A

Details

Image and Video Upscaling From Local Self-Examples

A new, high-quality, and efficient single-image upscaling method that exploits local self-similarities in the data and reduces search time. The method is implemented using novel non-dyadic filter banks that allow real-time processing when converting low-resolution video formats into HD standards.

Scalable and Coherent Video Resizing With Per-Frame Optimization

A scalable and temporal coherent video retargeting method that factors the problem into spatial and motion components. The sub-problem sizes are proportional to a frame resolution, and they can be solved in parallel. The system dramatically reduces computational time and memory consumption without compromising quality.

Subspace Video Stabilization

A robust and efficient approach to video stabilization that achieves high-quality camera motion for a wide range of videos and is sufficiently practical for consumer applications.

Tonal Stabilization of Video

This paper presents a method for reducing undesirable tonal fluctuations in video: minute changes in tonal characteristics, such as exposure, color temperature, brightness, and contrast in a sequence of frames. These distracting fluctuations are typically caused by the camera's automatic setting adjustment.

Thursday, 11 August9-10:30 am

Research

Full Conference

Basic Conference

The Studio

The Studio

West Building, Ballroom A

Details

The Studio is the place for making and creating at SIGGRAPH 2011. Roll your sleeves up and get hands on in this three-ring circus of technological wonders.

Thursday, 11 August9am-1:00 pm

Art

Education

Production Communities

Full Conference

Basic Conference

The Sandbox

The Sandbox

The Studio/West Building, Ballroom A

Details

Test drive current game-development technologies, explore game design, and play the games that are defining the next generation of digital interactivity.

Thursday, 11 August9am-1:00 pm

Education

Production Communities

Full Conference

Basic Conference

Computer Animation Festival

Birds of a Feather

The New Media and the Academy in China

International Center, Harbour Concourse (Southeast corner of West Building)

Details

Representatives from Chinese academic digital media programs discuss how their programs are developing to meet the needs of their exploding economy.

mjbarr (at) mtsu.edu

SIGGRAPH Education Committee, Marc J. Barr

Thursday, 11 August9am-12:00 pm

Education

Full Conference

Basic Conference

International Resources Events

The New Media and the Academy in China

International Center, Harbour Concourse (Southeast corner of West Building)

Details

Representatives from Chinese academic digital media programs discuss how their programs are developing to meet the needs of their exploding economy.Panel Discussion
Patrick Pennefather
Centre For Digital Media, Vancouver

Yang Xiaosong
National Centre for Computer Animation, Bournemouth University

Larry Bafia
Centre For Digital Media, Vancouver

Closing Remarks
Marc J. Barr
Chair, ACM SIGGRAPH Education Committee

Thursday, 11 August9am-12:00 pm

Full Conference

Basic Conference

Computer Animation Festival

Birds of a Feather

The New Media and the Academy in China

International Center, Harbour Concourse (Southeast corner of West Building)

Details

Representatives from Chinese academic digital media programs discuss how their programs are developing to meet the needs of their exploding economy.

mjbarr (at) mtsu.edu

SIGGRAPH Education Committee, Marc J. Barr

Thursday, 11 August9am-12:00 pm

Education

Full Conference

Basic Conference

Posters

Posters

East Building, Lobby Level 1

Details

Thursday, 11 August9am-5:30 pm

Education

Research

Full Conference

Basic Conference

The Studio–Talks

Photochromic SculptureÔºö Volumetric Color-Forming Pixels

The Studio/West Building, Ballroom A

Details

Photochromic sculpture, which consists of a presentation part composed of laminated transparent plates coated with photochromic material granules and a control part for projecting UV light patterns that color volumetric pixels, can generate a dynamically changeable three-dimensional sculpture.

Thursday, 11 August9-9:30 am

Full Conference

Talks

Hiding Complexity

West Building, Rooms 211-214

Details

Occlusion Culling in Alan Wake

This talk discusses implementation of the occlusion culling system used in Alan Wake and presents details on how the system efficiently supports shadow-caster culling for dynamic light sources in large environments.

Increasing Scene Complexity: Distributed Vectorized View Culling

A new solution and approach to culling complex game scenes on parallel architectures at high performance.

Practical Occlusion Culling in Killzone 3

KIllzone 3 features complex occluded environments. To cull non-visible geometry early in the frame, the game uses PlayStation 3 SPUs to rasterize a conservative depth buffer and perform fast synchronous occlusion queries against it. This talk presents an overview of the approach and key lessons learned during its development.

High-Quality Previewing of Shading and Lighting for Killzone 3

This novel content creation framework, consisting of Guerrilla's own game-rendering engine embedded inside Autodesk Maya, achieves high-fidelity previews of assets while preserving flexibility, so work can continue during the preview.

A technique for making model reduction of FEM deformable objects undergoing large deformations adaptable in space. The object is decomposed into several domains, which are reduced independently, and combined with elastic and inertial coupling. The method can simulate rich, detailed deformations of complex structures at hard real-time rates.

Solid Simulation With Oriented Particles

Using particles with orientation enables simulation of rigid, plastic, and soft bodies as well as one-, two-, and three-dimensional structures with only a few simulation nodes. In addition, the system uses orientation information to robustly skin visual meshes and increase the accuracy of the particle-based collision volume.

Physics-Inspired Upsampling for Cloth Simulation in Games

With this method for learning linear upsampling operators in physically based cloth simulation, coarse meshes are enriched with mid-scale details in minimal time and memory budgets, as required in computer games.

Thursday, 11 August9-10:30 am

Research

Full Conference

Basic Conference

Emerging Technologies

Emerging Technologies

West Building, Ballroom B

Details

Emerging Technologies presents innovative technologies and applications in several fields, from displays and input devices to collaborative environments and robotics, and technologies that apply to film and game production.

Thursday, 11 August9am-1:00 pm

Art

Education

Full Conference

Courses

Compiler Techniques for Rendering

East Building, Ballroom C

Details

This course summarizes five cutting-edge projects that apply compiler technology to improve the performance and functionality of renderers and shading systems. Several of the projects use LLVM, so the course begins with a gentle introduction to LLVM architecture and concepts. Topics include: customizing shading languages for global illumination and other advanced rendering, analysis of shaders so that renderers may perform physically based light transport in correct units, automatic differentiation, and use of LLVM and dynamic code generation for improved shader performance.

Join us for our third annual networking event with students, artists, recruiters, educators, and executives of color in the animation, VFX, and gaming industries.

blackanimation (at) gmail.com

Krystal Cooper

Wednesday, 10 August6:30-8:30 pm

Art

Full Conference

Basic Conference

Computer Animation Festival

SIGGRAPH Dailies!

SIGGRAPH Dailies!

West Building, Rooms 211-214

Details

This celebration of excellence in computer graphics showcases images and short animations of extraordinary power and beauty. Each presenter has one minute to present an animation and describe the work. The format is very similar to Technical Papers Fast Forward, except there is no talk later in the week.

Wednesday, 10 August6-7:30 pm

Education

Full Conference

Computer Animation Festival

Computer Animation Festival - Electronic Theater

Computer Animation Festival - Electronic Theater

West Building, Exhibit Hall A

Details

The year's best work in animation, visual effects, games, and visualization.

Wednesday, 10 August6-8:00 pm

Education

Full Conference

Basic Conference

Computer Animation Festival

Exhibitor Tech Talks

Web3D Consortium

West Building, Hall C, Booth 801

Details

X3D: 3D Anywhere!

From mobile devices to enterprise workstations to immersive CAVEs, X3D is the only open-standard (ISO), royalty-free file format and run-time specification for interactive virtual environments. With multiple encodings and API bindings, it is compatible with numerous web and industry technologies and remains the most robust and versatile open standard for implementing high-integrity and high-capability 4D multimedia information spaces. New features and data integration (such as HTML5 and volume rendering) are rapidly expanding X3D 3.3's value in applications ranging from mobile to AR, CAD, and medical. This talk presents the innovative community of content and application developers that ensures the interoperability, longevity, and ownership of your content. See the latest real-world interactive 3D applications and find out how you can build and protect your content investment in this ever-changing competitive market.